Search found 158 matches

by Xeteth
Sun Jul 19, 2015 9:59 am
Forum: Ideas and Suggestions
Topic: Should ores show above concrete?
Replies: 2
Views: 1608

Should ores show above concrete?

So I have been playing around with concrete today (ie. mass producing and throwing it everywhere [/u] :D) and have noticed that any ores still show above concrete. I think that concrete should actually make the ore hidden unless you go back and remove the concrete from above it. I am not only using ...
by Xeteth
Sun Jul 19, 2015 4:26 am
Forum: Resolved Problems and Bugs
Topic: [0.12.0] Concrete blueprint doesn't refresh
Replies: 1
Views: 2217

[0.12.0] Concrete blueprint doesn't refresh

The new feature to refresh blueprints by force placing (shift-click) doesn't seem to be refreshing concrete. The blueprint I am using has both normal buildings (turrets, power poles, etc.) and concrete underneath.

The non-concrete things in the blueprint refresh correctly however.
by Xeteth
Fri Jul 17, 2015 3:14 pm
Forum: Duplicates
Topic: [0.12] Updating from 0.11
Replies: 2
Views: 4508

[0.12] Updating from 0.11

Getting this error whilst running the auto-updater:

Image


I am just downloading a fresh 0.12 install now to get around it, but thought it was helpful to know :)

Thanks again for 0.12!
by Xeteth
Fri Jul 17, 2015 6:35 am
Forum: General discussion
Topic: Replayability of factorio
Replies: 22
Views: 22188

Re: Replayability of factorio

I do see what you mean about it being somewhat difficult to replay the game - I however easily alleviate this issue by setting myself goals in the game. For example my current world has one mega factory that has 5 assemblers for every item in the game. This is all going to be fed by trains coming fr...
by Xeteth
Tue Jul 14, 2015 3:30 am
Forum: Ideas and Suggestions
Topic: Multiple Roboport/Blueprint suggestions
Replies: 2
Views: 4645

Multiple Roboport/Blueprint suggestions

So I am currently working through my very large vanilla Factorio build (about 270 hours in atm) and through playing I have come up with a few issues and suggestions for improvements to robots and robotic networks. There's a few suggestions here, I hope they make sense! Robot Charging At the moment t...
by Xeteth
Sun Jul 12, 2015 5:31 am
Forum: Technical Help
Topic: Understanding Factorio Performance
Replies: 15
Views: 10608

Understanding Factorio Performance

I am currently working on a rather large world in Factorio (~70mb filesize, 28k turrets, 27k inserters, 10k solar/accumulator, ~80k rail segments, etc. etc.) and I am currently seeing a FPS/UPS of ~11/35. Now, as to be expected with a world this size even with some pretty decent hardware one cannot ...
by Xeteth
Fri Jul 10, 2015 12:06 pm
Forum: General discussion
Topic: questions about .11 saves/mapgen for .12 (neat map pic/seed)
Replies: 5
Views: 6210

Re: questions about .11 saves/mapgen for .12 (neat map pic/seed)

Is there anything we should do to prepare (ie. for the turret hitbox change etc.) or will it all be fixable once we load up in .12? I wonder about this. Will turrets crash and burn colliding with walls, disappear or what? Will laser turrets change as well or only conventional ones? I can't find it ...
by Xeteth
Fri Jul 10, 2015 11:36 am
Forum: General discussion
Topic: questions about .11 saves/mapgen for .12 (neat map pic/seed)
Replies: 5
Views: 6210

Re: questions about .11 saves/mapgen for .12 (neat map pic/seed)

Not sure about exchange strings, but save games will carry over from 0.11.

Source
by Xeteth
Sun Jun 14, 2015 6:26 am
Forum: Ideas and Suggestions
Topic: Train Window Resize
Replies: 2
Views: 887

Train Window Resize

Really simple suggestion - basically both the windows that pop up to change a station name and to assign stations to a train are painfully small. In a world with ~100 stations it can be very tedious to scroll to each station. Also, the names of my stations follow a format; <Location> <Resource> <Loa...
by Xeteth
Sun Jun 07, 2015 8:35 am
Forum: Not a bug
Topic: Train Station Names
Replies: 2
Views: 3016

Re: Train Station Names

That's Lexicographical Ordering for you. The same thing will happen in a file browser if you have files named "file 1", "file 2", .... "file 10", "file 11". A simple way to overcome this is to use leading zeros - name your stops "Stop 001", ... &quo...
by Xeteth
Sun Jun 07, 2015 8:29 am
Forum: Not a bug
Topic: Train Station Names
Replies: 2
Views: 3016

Train Station Names

Just a small issue with the naming of train stations. When you open the station interface the list of stations is organised alphabetically, however if you try adding in numbers (specifically over 9) it doesn't recognise these properly. Anything that is double digits it see's as being a new 'word' I ...
by Xeteth
Mon Jun 01, 2015 5:43 pm
Forum: Ideas and Suggestions
Topic: Custom Signs
Replies: 4
Views: 2878

Custom Signs

With the upcoming addition of combinators in 0.12 I believe it would be really helpful if the player could create custom signs. There are a couple of uses for these; 1. Static wooden signs - These are simply to mark something, you could put one in front of a train station to label it, or you could l...
by Xeteth
Sat May 23, 2015 10:07 am
Forum: Gameplay Help
Topic: Optimal Train Load/Unload design?
Replies: 4
Views: 14296

Optimal Train Load/Unload design?

I'm currently working on the creation of what I am calling my 'Get ready for 0.12' build. It's massive. No really, I have 5 assembling machines set to make one of every item in the game so that's around 1k assembling machines total. Anyways, on to the issue; I have 20 stations bringing in both iron ...
by Xeteth
Sun Mar 29, 2015 6:26 am
Forum: Ideas and Requests For Mods
Topic: [Request] Train Tunnels
Replies: 7
Views: 12798

[Request] Train Tunnels

I have no idea whether this is even possible with the current game but I am finding junctions extremely tedious in my world when it comes to handling large scale train systems. I run a two-way rail system that is huge (no - extremely large!) with anywhere from 50-100 trains on it. The issue of block...
by Xeteth
Sun Mar 29, 2015 3:48 am
Forum: 5dim's mod
Topic: General Discussion
Replies: 293
Views: 197350

Re: [MOD 0.11.x] 5dim's mod [+2.500 downloads. Thanks you all]

Awesome to see you back, love this mod!

Edit: Possible fixes to the trains module in the works? :P
by Xeteth
Thu Mar 26, 2015 3:12 am
Forum: Ideas and Suggestions
Topic: More wagons types [Roboport, Turret, Battery, Logistic...]
Replies: 11
Views: 19803

Re: More wagons types [Roboport, Turret, Battery, Logistic...]

These wagon types were existent in 5dim's trains module. They were pretty awesome however unfortunately one of the makers of that mod had his hard drive die on him or something and it looks like it's a dead mod :(
by Xeteth
Sat Mar 21, 2015 8:08 am
Forum: News
Topic: Friday Facts #78 - Focused on 0.12
Replies: 22
Views: 28280

Re: Friday Facts #78 Focused on 0.12

Combinator sounds awesome! Will it be able to interact with train signals? I would love something that makes proper junctions viable!

Also getting very pumped for 0.12!
by Xeteth
Fri Mar 20, 2015 9:14 am
Forum: Gameplay Help
Topic: My Train Junction Layout needs some tuning!?
Replies: 5
Views: 13589

Re: My Train Junction Layout needs some tuning!?

I too am having trouble with my rail network - I am currently working on a world with Dytech and BobsMods installed, so I have various bases and massive stations in the rail network and an estimated 50 or so trains. The issue is I can't seem to get a good design for a functioning junction. The best ...
by Xeteth
Tue Mar 17, 2015 4:27 pm
Forum: 5dim's mod
Topic: General Discussion
Replies: 293
Views: 197350

Re: [MOD 0.11.x] 5dim's mod

odin_spain wrote:I´m sorry to say my partner had a very big problem with his computer (it died suddenly), he had all the code inside the HD, so the mod develop is stop until he have a new computer. :(
Just wondering if he had any luck with this? I loved some of the stuff in these modules :)

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